Thanks, willsaf, that's exactly what I was getting at. It seems like an odd place to draw the T6 guaranteed drops line. It's even more irritating given the extreme likelihood of spending that much time farming keys, then organs, only to make a handful of truly awful/usually unusable Hellfire necks. People need to understand there's a difference between time invested and time wasted, even in a videogame.
Cache legendaries and infernal organs (maybe some other stuff) are 100% drops on T6, so how the hell are keys not in the mix? Killed a dozen or so keywardens on 6 today, not a single key to show for it. Does that sound right to you?
So daggers/WD knives can be made to look like giant, horse-gutting spears. But making a two-handed sword look like a two-handed axe or mace, that have precisely the same attack animations? Bullshit!
They should just do away with the trials altogether. Instead, set it up so when you use a keystone, you can select your starting rift level based on how far you've managed to go before. If you've finished 40 previously, you can start at a max of 35. That way, you still have to 'prove' you can get through the previous tiers but still be rewarded for past accomplishments. It'd also let you select lower tiers for newer and/or lesser-geared characters, so that end's covered. And for new players, the first keystone that drops for you can just be a rank 1 and your adventure begins. There's also the added bonus of no more ball-ache trial waves.
Yeah, seeing as everyone else covers just about the whole spectrum on elements, it's irritating. A cold Rend, Fists of Thunder with non-lightning options, etc. Hell, even Blizzard has more than one variant now. Haunt is still all cold, which is staggeringly dumb. There's not a single good reason there can't be a poison/fire/physical rune for the sake of some build diversity. I mean, it used to be all physical.
...that Helltooth doesn't get lost in the shuffle of shitty set bonuses to fix? Thematically, the bonuses are very cool, but the numbers and execution are piss-weak. I remember the first mention of sets to be revisited had Helltooth listed, but haven't subsequently seen it brought back up.
I'm still waiting for a halfway decent selection of physical signature spells. Hell, 2 or 3 would be enough, especially one for plague of toads. Locust swarm getting some other options is nice, now haunt needs a fire and/or poison option. Even rend got elemental leeway and it's a damn bleed. I understand suspension of disbelief, but not at the cost of fun and differing gameplay styles. I'd like to see it broadened a lot more before the PTR's done.
Devastator, Utar's Roar, Odyn Son, Doombringer, Golden Scourge. The list goes on. But where the balls is the % poison damage weapon? Is there one I missed somewhere? Hell, some of the elements, like fire, have multiple options. I realize only so many classes have poison available as a spell school, but that's what class-specific gear's for. Hoping it's just an oversight.
Anybody else getting repeat legendary drops? In the past 2-3 days, I've gotten doubles of Standoff, the axe that spawns a fallen champion, Manald Heal, Oculus Ring, Duncraig's Cross. etc. List goes on, close to a dozen at this point. Almost no new drops, pretty much JUST repeats of those. I get RNG, but with hundreds of legendary drops, it's a little hard to believe my streak is pure coincidence.
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Thanks, willsaf, that's exactly what I was getting at. It seems like an odd place to draw the T6 guaranteed drops line. It's even more irritating given the extreme likelihood of spending that much time farming keys, then organs, only to make a handful of truly awful/usually unusable Hellfire necks. People need to understand there's a difference between time invested and time wasted, even in a videogame.
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The lines they draw confuse me, man.
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